JaM Posted October 10, 2024 Posted October 10, 2024 I dont like how tension mechanics work still... they are still a measure for perpetual wars... you try to counter enemy fleets sinking your transports, it just creates tensions with everybody else and they eventually declare war.. so instead of single enemy, you end up fighting half the map, which further deteriorates your transport fleet situation... its simply no win situation and you might wipe out enemy fleets in every single battle, but eventually you get bankrupted because you cant fight everybody at the same time... and strangely, same applies to AI - they simply fight everybody as well.. so every faction creates bad tension with others, and it eventually results in situations where there are no alliances but everybody is at war with everybody.... i dont know.. there should be a bigger impact of "enemy of my enemy is my friend" so there are actually alliances forming up.. WW1 was about two alliances, not about everybody fighting everybody... 4
Северная Posted October 10, 2024 Posted October 10, 2024 (edited) The essential issue with tension is that there is no aspect to “intent” behind it. There is a difference between parking a bunch of battleships outside a nation’s ports and merely transiting by it. The AI is also not capable of understanding it or mitigating it and there is otherwise no diplomatic option for transit access or something to avoid it. Tension generation from fleets needs to be scrapped entirely and tension should be based on more events and diplomatic decisions. Just introduce more numerous events that affect relations. Also make alliances last longer or some penalty for the AI to break one. Too often I make an alliance and the AI breaks it a few months later. Edited October 10, 2024 by Северная 5
Zuikaku Posted October 10, 2024 Posted October 10, 2024 Lost ships after the battle. Heavily damaged ones were automatically detached to nearby small port. Port was overcapacitated and they were listed for repairs. Next turn they were gone. Lost. Deleted. Never to be seen again 2
Aldaris Posted October 10, 2024 Posted October 10, 2024 4 hours ago, Zuikaku said: Lost ships after the battle. Heavily damaged ones were automatically detached to nearby small port. Port was overcapacitated and they were listed for repairs. Next turn they were gone. Lost. Deleted. Never to be seen again Oh? That might explain what happened tonight in my campaign - had a CA heavily damaged and auto-detached for repairs, couple of turns later I was trying to find it to reattach it to its task force - couldn't find it. Head count of CAs in the fleet screen showed one missing, and no, I'm VERY sure I didn't lose one in battle. 1
Zuikaku Posted October 11, 2024 Posted October 11, 2024 9 hours ago, Aldaris said: Oh? That might explain what happened tonight in my campaign - had a CA heavily damaged and auto-detached for repairs, couple of turns later I was trying to find it to reattach it to its task force - couldn't find it. Head count of CAs in the fleet screen showed one missing, and no, I'm VERY sure I didn't lose one in battle. Quite a terrible way to lose most advanced and expensive ship in the fleet as happenned to me. And this after she barely survived in giant battle. 2
justMike247 Posted October 11, 2024 Posted October 11, 2024 1912... Grinding my way through China... 3 years of single ship v's battle fleet engagements... Feel like losing the will to live... After 20th Fleet v's TB escorted convoy, I auto-resolve... Fleet gets creamed... by a single, solitary 354 ton TB... **Thunks... Repeatedly** "Fort.. I say FORTunately... I keep my featha's numbered for jus such an occasion...." 1
Zuikaku Posted October 11, 2024 Posted October 11, 2024 Victory points earned after tje battle are silly now. Ismit me or battles are not worth fighting anymore. Seems like we got 10x less points per battle than before.
Nick Thomadis Posted October 11, 2024 Author Posted October 11, 2024 Uploaded optimizedx5 version including - Fixed some old inconsistencies of naval invasions and special events' battles causing AI to not interact properly in all occasions and also added visibility of all AI special events so that players are aware of when the AI attacks somewhere or supports a defense in allied waters. Colors of missions have changed according to nation. This is a major improvement for the campaign, which will activate AI in all the necessary military actions properly. - Fixed bug which made ships to disappear from the fleet in the campaign. - Fixed some bugs that prevented to save components when copying designs. - Fixed kills caused by submarines not saved into the end campaign statistics. - Fine tuned task forces auto-shift position on the map to avoid being merged into the same coordinates. Please note, you cannot add many task forces into singularity as previously, to maximize the tonnage in missions, you need to keep some space between your task forces. - Fixed some minor UI issues showing not total change of shipyard capacity when selling ships. Please restart Steam to get the update fast 3
Zuikaku Posted October 11, 2024 Posted October 11, 2024 After the patching game does not launch. It tries for a second or two and then it just stops loading, failing to even get to start screen.
Nick Thomadis Posted October 11, 2024 Author Posted October 11, 2024 17 minutes ago, Zuikaku said: After the patching game does not launch. It tries for a second or two and then it just stops loading, failing to even get to start screen. Try to validate your files via Steam. Do you edit your saves?
Zuikaku Posted October 11, 2024 Posted October 11, 2024 54 minutes ago, Nick Thomadis said: Try to validate your files via Steam. Do you edit your saves? No editing, no mods. Tried to validate files, nothing. Complete uninstall and fresh install helped. Game runs now.... Thank you!
justMike247 Posted October 12, 2024 Posted October 12, 2024 Can someone explain this to me, cos… I’m damned if I can figure this out. Game date is 1915, I’m playing as US. Needed a FOB in the Med, so took Mallorca from the Spaniards (took the rest of Spain later but that’s incidental), then proceeded to deal with the Chinese. In the same turn as I finish with the Chinese, the Italians take exception to my breathing, and set up a conquest of Mallorca, but as usual with the A.I. they don’t send a fleet. This gives me time to send a pair of newly built fleets out to “hold the line” while the majority of my navy undergo a much needed period of refit and repair. With both new fleets on station, the required tonnage for successful conquest is listed at over a quarter mil tons. Turn after turn, the Italians send surprisingly competent (for the A.I.) task forces against me, each successfully dealt with while suffering minimal damage. But after four turns of this, I need to rotate into port to refuel and rearm. Turn five of six shows there’s still zero tons successfully prosecuting the conquest, so I’m confident I can detach one fleet at a time to refuel/rearm. Turn six comes around, there’s a fairly serious Italian fleet nearby but hasn’t engaged with my fleet (yet), but the island’s now in Italian hands… leaving me thinking… WTF just happened? Loss of the island hasn’t set me back any; I now have three fleets in theatre with my older hulls slowly hauling ass from East China… I’m just trying to figure how an invasion can be deemed successful with zero successful blockading turns.
Aldaris Posted October 12, 2024 Posted October 12, 2024 From my experience, the only thing that counts in a naval invasion is the success chance in the last turn of it. Although, if the invader has nothing in the vicinity, the required turns should be ticking up constantly. 2
justMike247 Posted October 12, 2024 Posted October 12, 2024 51 minutes ago, Aldaris said: Although, if the invader has nothing in the vicinity, the required turns should be ticking up constantly. yea... that's what I figured... Although the A.I. had been sending in small fleets for multiple turns before hand, not one of them came close to the required tonage, and as I said, I sunk them... so the required turns should have kept increasing. Ner mind... I recaptured the islands... Payback's gonna be painful...
Aldaris Posted October 12, 2024 Posted October 12, 2024 2 hours ago, justMike247 said: Although the A.I. had been sending in small fleets for multiple turns before hand, not one of them came close to the required tonage, and as I said, I sunk them... so the required turns should have kept increasing. Not the case as far as I know - as long as something is there, the turns won't tick up. I use that myself sometimes. If the big chunk of tonnage takes a while to get to the target, you can totally park like a destroyer flotilla or something in the area to keep the invasion active, and as long as the chonkers get there before the end, it'll be fine. So that's probably what happened to you.
justMike247 Posted October 12, 2024 Posted October 12, 2024 hmmmmmmmm... could have something there... I hadn't forgotten the A.I.'s exemption for the 100k ton minimum to initiate...
Lamb Chop Posted October 12, 2024 Posted October 12, 2024 Hey Guys, Am I missing something or the tension mechanics kind of does not make sense atm? I have an ongoing campaign, some entries in the technologies are modded, I have been trying to increase tensions with x nation but every turn, i get fleets affect bileteral relations, and it is a positive number. Is it supposed to be like this?
brothermunro Posted October 12, 2024 Posted October 12, 2024 Controversial take: Eliminate tension due to fleets completely, I don’t think it’s needed now players (and the AI) can increase and decrease relations directly (plus random events of course). 2
Lamb Chop Posted October 12, 2024 Posted October 12, 2024 49 minutes ago, brothermunro said: Controversial take: Eliminate tension due to fleets completely, I don’t think it’s needed now players (and the AI) can increase and decrease relations directly (plus random events of course). +1 on this but unfortunately AI Foreign ministers appears to be under the influence of something. They increase tensions 1 month and try to improve relations the next I have just abandoned my campaign because somehow fleets are "improving the relationship and I am unable to start any type of war no matter how I modified the params
Urst Posted October 12, 2024 Posted October 12, 2024 1 hour ago, brothermunro said: Controversial take: Eliminate tension due to fleets completely, I don’t think it’s needed now players (and the AI) can increase and decrease relations directly (plus random events of course). Counter: There's no other way to invade minor nations. Until they let me lobby to invade minor powers we need tension from fleets.
Aldaris Posted October 12, 2024 Posted October 12, 2024 You can invade minors? As in, naval invasion? I didn't think you could?
brothermunro Posted October 12, 2024 Posted October 12, 2024 1 hour ago, Urst said: Counter: There's no other way to invade minor nations. Until they let me lobby to invade minor powers we need tension from fleets. I think the conquest mission triggers due to your power projection in a sea region that has an unaligned minor (plus a random chance) not anything connected to the tension mechanic (although Nick might correct me on that!!)
brothermunro Posted October 12, 2024 Posted October 12, 2024 Although yes absolutely @Urst I would love a way to say, spend naval prestige to launch a conquest mission, possibly via an event, but ideally just straight from the politics screen. 2
o Barão Posted October 12, 2024 Posted October 12, 2024 15 minutes ago, brothermunro said: I think the conquest mission triggers due to your power projection in a sea region that has an unaligned minor (plus a random chance) not anything connected to the tension mechanic (although Nick might correct me on that!!) I am almost sure that there is no connection between the "tension" mechanic and generating invading missions against minors. You suggested removing tension. tension_vs_enemyofally,?,Extra tension caused for enemies of ally,,,,,,, Set to 0? "params" file.
justMike247 Posted October 12, 2024 Posted October 12, 2024 6 hours ago, Lamb Chop said: Am I missing something or the tension mechanics kind of does not make sense atm? Ummmm... you infer they made sense sometime previously??? guess I musta blinked or somethin...
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